# struct FVisibilitySettings

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# Members

Type Member Description
int32 CameraSelectionSetID The ID of the selection set containing all the scene cameras and scene meshes used when computing visibility. If scene meshes are added, all their vertices will be used as omni-directional cameras. If set to -1, all cameras in the scene will be used. If both selection set name and ID are set, the name will be used.
FString CameraSelectionSetName The name of the selection set containing all the scene cameras and scene meshes used when computing visibility. If scene meshes are added, all their vertices will be used as omni-directional cameras. If set to null, all cameras in the scene will be used. If both selection set name and ID are set, the name will be used.
EComputeVisibilityMode ComputeVisibilityMode Specifies the renderer type when computing visibility.
uint8 ConservativeMode If enabled, will compute the visibility conservatively - meaning that triangles that are visible will be tagged as visible but some non-visible triangles might also be tagged as visible. If this is turned off, then it is no longer guaranteed that all visible triangles are found - but more non-visible triangles will be identified as non-visible.
uint8 CullOccludedGeometry If set to true, geometry that is not visible will be removed.
float FillNonVisibleAreaThreshold If a group of non-visible triangles (connected to visible triangles) has an area below the FillNonVisibleAreaThreshold - it will receive the same visibility as the neighboring visible triangles. Set to zero to skip filling nonvisible regions.
uint8 ForceVisibilityCalculation Set the ForceVisibilityCalculation if true, visibility weights will definitely be computed for the geometry, even if the visibility isn't specifically being used for reduction/materialLOD/culling according to the VisibilitySettings.
int32 OccluderSelectionSetID The ID of the selection set containing all the scene meshes that should occlude the scene when calculating visibility. If set to -1, no occluders will be used. If both selection set name and ID are set, the name will be used.
FString OccluderSelectionSetName The name of the selection set containing all the scene meshes used when computing visibility. If set to null, no occluders in the scene will be used. If both selection set name and ID are set, the name will be used.
uint8 RemoveTrianglesNotOccludingOtherTriangles If enabled, will remove all the visible triangles that are not occluding any other triangle. It will also remove all non-visible triangles.
uint8 UseBackfaceCulling Set whether triangles should be regarded visible when viewed from the back.
uint8 UseVisibilityWeightsInReducer If set to true, visibility weights will be used in the reducer.
uint8 UseVisibilityWeightsInTexcoordGenerator If set to true, visibility weights will be used when generating new texture coordinates.
float VisibilityWeightsPower Set how aggressively reducer should handle low visibility weights.